This section details army special rules including Cult Mechanicus Special Rules, Tactical Objectives and Warlord Traits.
Cult Mechanicus Special RulesCanticles of the Omnissiah
The strength of each Canticle varies according to the number of units performing it. At the start of your turn, add up the number of friendly units on the battlefield that have the Canticles of the Omnissiah special rule and apply the appropriate level of effect. Do not include units that are Falling Back in this total. Once a Canticle has been activated it remains at that level of effect until the beginning of your next turn, even if the number of units performing it changes during that turn. The following special rules and characteristic modifiers apply to all friendly units with the Canticles of the Omnissiah special rule. Benediction of Omniscience
Chant of the Remorseless Fist
Incantation of the Iron Soul
Invocation of Machine-might
Litany of the Electromancer
Shroudpsalm
Special RulesBurst PistolA weapon with this special rule fires five shots when fired, but is otherwise treated as a Pistol.Cognis FlamewallIf a Flamer weapon with the Cognis Flamewall special rule fires Overwatch using the Wall of Death rule, it automatically inflicts 3 hits rather than D3.Cognis WeaponsWhen a model makes Snap Shots (including Overwatch) with a weapon that has the Cognis Weapons special rule, its Ballistic Skill is counted as being 2 instead of 1. If a Flamer weapon with this special rule fires Overwatch using the Wall of Death rule, it automatically inflicts 3 hits rather than D3.DataspikeWhen a model equipped with a weapon that has this special rule makes Melee attacks, it makes an additional attack with this weapon at the Initiative 10 step. This does not grant the model an additional Pile In move.DeflagrateAfter normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Strength 6 AP5 hits on the same unit equal to the number of unsaved Wounds. Models in the target unit must still be in range in order for these additional hits to take effect. Any further Wounds caused as a result of this special rule do not cause any further hits.ElectroleechAny To Wound roll of 6 made by an electroleech stave has the Instant Death special rule.Gravitic ContortionEach time a non-vehicle model suffers an unsaved Wound from this weapon, it loses D3 Wounds instead of only 1. Each time a vehicle model suffers a penetrating hit from this weapon, it loses D3 Hull Points instead of only 1.Heavy Battle ServitorsModels with this special rule cannot make Run moves, but can fire up to two weapons in each Shooting phase. Furthermore, models with this special rule count as stationary when firing Heavy or Salvo weapons, even if they moved in the previous Movement phase, and are allowed to charge in the same turn they fire Rapid Fire, Heavy or Salvo weapons.Iron GraspWhen a model equipped with a hydraulic claw makes its close combat attacks, it can choose instead to make a single Grasp Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model’s Strength (to a maximum of 10) and AP2.Kastelan Battle ProtocolsKastelan Robots always begin the game with the Aegis Protocol active (see below). You can select a new Battle Protocol at the end of any of your turns, so long as a Kastelan Robot Maniple has a Cybernetica Datasmith in the unit. However, the new Battle Protocol does not become active until the start of your next turn; the unit’s current Battle Protocol remains active until then. When a new Battle Protocol becomes active at the start of your turn, it immediately replaces the former Battle Protocol’s special rules.
LuminagenA unit that suffers one or more unsaved Wounds, glancing or penetrating hits caused by a weapon with this special rule counts its cover saves as being 1 point worse than normal until the end of the phase. Furthermore, units can re-roll the dice to determine their charge range against the afflicted unit until the end of the turn.Master of MachinesIn each of your Shooting phases, instead of firing one of his weapons (controlling player’s choice), a Tech-Priest Dominus can choose either to repair a single friendly vehicle that he is in base contact with or embarked upon, or to restore a Wound lost earlier in the battle. To do either, roll a D6. If the result is a 2 or more, your attempt was successful: if repairing a vehicle you may restore a Hull Point that the nominated vehicle lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately. If restoring a Wound, either the Tech-Priest Dominus or any model with the Skitarii or Cult Mechanicus Faction in his unit regains a Wound lost earlier in the battle; this is effective immediately.Repulsor GridKastelan Robots have a 5+ invulnerable save against shooting attacks. Furthermore, each time a Kastelan Robot is targeted by a shooting attack and passes a saving throw of any kind on the roll of a 6, the shot is deflected. If a shot is deflected, the unit that fired it suffers an immediate hit resolved with the Strength, AP value and special rules of the hit that was originally allocated to the Kastelan Robot, as if it had just been shot at by that Kastelan Robot. A repulsor grid cannot deflect Blast or Template weapons or psychic shooting attacks.ShockWhenever a model with this special rule makes attacks with its electrostatic gauntlets in the Shooting phase or the Assault phase, each To Hit roll of a 6 causes 2 additional hits on the target. Snap Shots never cause additional hits as a result of this special rule.Siphoned VigourIf a unit that contains one or more models with this special rule completely destroys an enemy unit (i.e. causes the last model in the enemy unit to be removed as a casualty) in the Assault phase, all voltagheist fields in the unit confer a 3+ invulnerable save instead of a 5+ invulnerable save until the end of the battle. This includes catching an enemy unit in a Sweeping Advance.If several units with this special rule are involved in a multiple combat, be sure to resolve each unit’s close-combat attacks separately to determine which (if any) of the units completely destroy an enemy unit. Artificer Self-repair MechanismsAt the start of each of your turns, Belisarius Cawl recovers D3 Wounds lost earlier in the battle.Canticles of the ArchmagosBelow are three Canticles of the Archmagos that can only be used if Belisarius Cawl is on the battlefield. These work in exactly the same way as Canticles of the Omnissiah, except they also affect friendly vehicle units from the Armies of the Imperium within 12" of him, even if they don’t have the Canticles of the Omnissiah special rule.Cult Mechanicus Special RulesHarmony of Metalurgy
Utterance of Neutralisation
War Hymnal of Fortitude
Special RulesMachine ScourgeA model equipped with this weapon can re-roll the result when rolling to determine the effect of the Haywire special rule.Quantum ParadoxEach time the bearer fires this weapon, roll 2D6 to determine the Strength of all its attacks that turn, after the target unit has been chosen. If the roll is above 10, any successful rolls To Hit will automatically wound non-vehicle targets and gain the Instant Death special rule, and will automatically inflict a penetrating hit against vehicle targets.Awaken the MachineIn each of your Shooting phases, instead of firing his weapons, the Enginseer may choose a single friendly Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.Blessing of the OmnissiahIn each of your Shooting phases, instead of firing his weapons, an Enginseer may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.MindlockUnless it includes an Independent Character, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, and orders issued to it have no effect. A mindlocked unit must still complete compulsory moves, such as Pile In and Fall Back moves.Tactical Objectives
Codex: Cult Mechanicus describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Cult Mechanicus players and help to reflect how the enigmatic ruling caste of the Adeptus Mechanicus and their robotic charges fight. If your Warlord has the Cult Mechanicus Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Cult Mechanicus player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Cult Mechanicus Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally. PRAISE THE MACHINE GOD Let the energising power of the Machine God surround you – the jubilation of his flock shall be the bane of his foe. 11 Score 1 Victory Point at the end of your turn if you used one of the following Canticles of the Omnissiah during your turn; Incantation of the Iron Soul or Shroudpsalm. Type: CULT MECHANICUS NETWORKED ARCHEOTECH Many ancient treasures have been scattered across this land. Ensure you unite their components wherever they can be found. 12 When this Tactical Objective is generated roll two dice (re-rolling any doubles). Score 1 Victory Point at the end of your turn if you control either of the Objective Markers whose numbers correspond to the results. If you control both these Objective Markers at the end of your turn, score D3 Victory Points instead. Type: CULT MECHANICUS STUDY THE MACHINES OF THE FOE Lay low the unhallowed machine, but leave as much of it intact as possible – there is much we can learn from the wreckage later. 13 Score 1 Victory Point at the end of your turn if at least one enemy vehicle was completely destroyed during your turn, but did not suffer an Explodes! or Crash and Burn! result on the Vehicle Damage table. Type: CULT MECHANICUS RECLAIM LOST KNOWLEDGE You must drive the blasphemers from sites of learning and enlightenment, should it take a thousand years to do so. 14 Score 1 Victory Point at the end of your turn if you control at least one Objective Marker that was controlled by your opponent at the start of your turn. If, at the end of your turn, you control three or more Objective Markers that were controlled by your opponent at the start of your turn, score D3 Victory Points instead. Type: CULT MECHANICUS THE WILL OF THE OMNISSIAH Channel the divine might of the Machine God through your corpus, let his inhuman wrath scatter the foe beyond recovery. 15 Score 1 Victory Point at the end of your turn if you used one of the following Canticles of the Omnissiah during your turn; Invocation of Machine-might, Chant of the Remorseless Fist or Litany of the Electromancer, and you completely destroyed at least one enemy unit during the Assault phase of your turn. Type: CULT MECHANICUS DESTROY, RECORD, REJOICE Direct your guns at the enemy and observe the results as they unleash their fury upon the various forces that oppose you. 16 Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Shooting phase. If both an enemy vehicle and an enemy non-vehicle unit were completely destroyed during your Shooting phase, score D3 Victory Points instead. In either case, if any of the destroyed units was a Super-heavy vehicle or Gargantuan Creature, score an additional 3 Victory Points. Type: CULT MECHANICUS
Warlord TraitsWhen generating his Warlord Trait, a Cult Mechanicus Warlord can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll on the table below.
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